scene_string_names.h 5.5 KB

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  1. /*************************************************************************/
  2. /* scene_string_names.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef SCENE_STRING_NAMES_H
  31. #define SCENE_STRING_NAMES_H
  32. #include "path_db.h"
  33. #include "string_db.h"
  34. class SceneStringNames {
  35. friend void register_scene_types();
  36. friend void unregister_scene_types();
  37. static SceneStringNames *singleton;
  38. static void create() { singleton = memnew(SceneStringNames); }
  39. static void free() {
  40. memdelete(singleton);
  41. singleton = NULL;
  42. }
  43. SceneStringNames();
  44. public:
  45. _FORCE_INLINE_ static SceneStringNames *get_singleton() { return singleton; }
  46. StringName _estimate_cost;
  47. StringName _compute_cost;
  48. StringName resized;
  49. StringName dot;
  50. StringName doubledot;
  51. StringName draw;
  52. StringName hide;
  53. StringName visibility_changed;
  54. StringName input_event;
  55. StringName _input_event;
  56. StringName item_rect_changed;
  57. StringName shader_shader;
  58. StringName shader_unshaded;
  59. StringName shading_mode;
  60. StringName enter_tree;
  61. StringName exit_tree;
  62. StringName size_flags_changed;
  63. StringName minimum_size_changed;
  64. StringName sleeping_state_changed;
  65. StringName idle;
  66. StringName iteration;
  67. StringName update;
  68. StringName updated;
  69. StringName line_separation;
  70. StringName mouse_enter;
  71. StringName mouse_exit;
  72. StringName focus_enter;
  73. StringName focus_exit;
  74. StringName sort_children;
  75. StringName finished;
  76. StringName animation_changed;
  77. StringName animation_started;
  78. StringName body_enter_shape;
  79. StringName body_enter;
  80. StringName body_exit_shape;
  81. StringName body_exit;
  82. StringName area_enter_shape;
  83. StringName area_exit_shape;
  84. StringName _body_inout;
  85. StringName _area_inout;
  86. StringName _get_gizmo_geometry;
  87. StringName _can_gizmo_scale;
  88. StringName _fixed_process;
  89. StringName _process;
  90. StringName _enter_world;
  91. StringName _exit_world;
  92. StringName _enter_tree;
  93. StringName _exit_tree;
  94. StringName _draw;
  95. StringName _input;
  96. StringName _ready;
  97. StringName _pressed;
  98. StringName _toggled;
  99. StringName _update_scroll;
  100. StringName _update_xform;
  101. StringName _proxgroup_add;
  102. StringName _proxgroup_remove;
  103. StringName grouped;
  104. StringName ungrouped;
  105. StringName has_point;
  106. StringName get_drag_data;
  107. StringName can_drop_data;
  108. StringName drop_data;
  109. StringName enter_screen;
  110. StringName exit_screen;
  111. StringName enter_viewport;
  112. StringName exit_viewport;
  113. StringName enter_camera;
  114. StringName exit_camera;
  115. StringName _body_enter_tree;
  116. StringName _body_exit_tree;
  117. StringName _area_enter_tree;
  118. StringName _area_exit_tree;
  119. StringName changed;
  120. StringName _shader_changed;
  121. StringName _spatial_editor_group;
  122. StringName _request_gizmo;
  123. StringName offset;
  124. StringName unit_offset;
  125. StringName rotation_mode;
  126. StringName rotate;
  127. StringName v_offset;
  128. StringName h_offset;
  129. StringName transform_pos;
  130. StringName transform_rot;
  131. StringName transform_scale;
  132. StringName _update_remote;
  133. StringName _update_pairs;
  134. StringName area_enter;
  135. StringName area_exit;
  136. StringName get_minimum_size;
  137. StringName play_play;
  138. StringName _im_update;
  139. StringName _queue_update;
  140. StringName baked_light_changed;
  141. StringName _baked_light_changed;
  142. StringName _mouse_enter;
  143. StringName _mouse_exit;
  144. StringName frame_changed;
  145. StringName playback_speed;
  146. StringName playback_active;
  147. StringName autoplay;
  148. StringName blend_times;
  149. StringName speed;
  150. NodePath path_pp;
  151. StringName _default;
  152. StringName node_configuration_warning_changed;
  153. enum {
  154. MAX_MATERIALS = 32
  155. };
  156. StringName mesh_materials[MAX_MATERIALS];
  157. StringName _mesh_changed;
  158. };
  159. #endif // SCENE_STRING_NAMES_H